package Gameplay.Enemy;

import ADTs.PointADT;

/**
 * This class is abstract class of AI's
 * 
 * @author	Brian Wetherbee
 * 			Ryan McNamara
 * 			Zeng Yang
 *
 */
public abstract class AI {
	/*@  
	  @*/
	int cooldown;//time of cooldown for firing
	long lastFired;//last time fired
	
	public abstract boolean move(Enemy e);
	
	/*@ requires enemyShootPathClean = true;
	  @	Projectile.aim.x = Player.x
	  @	Projectile.aim.y = Player.y
	  @*/
	public abstract void attack(Enemy e);
}
